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Script Help Thread (DO NOT REQUEST SCRIPTS)

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destinedjagold

You can contact me in PC's discord server...
8,593
Posts
16
Years
  • Age 33
  • Seen Dec 23, 2023
^ Simple...
You forgot the 0xFE command in your movement script.
Code:
#org @move
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
[COLOR="Red"]#raw 0xFE[/COLOR]

Always remember to add 0xFE in every end of your movement command scripts. ;)


edit...
by the way, for you to avoid the script to repeat, add the 'setflag' command...

Code:
#org @start
checkflag 0x200
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x1 @move
waitmovement 0x0
msgbox @2 0x6
[COLOR="Red"]setflag 0x200[/COLOR]
release
end
 

vietazn654

A sound soul dwells within me
371
Posts
14
Years
^ Simple...
You forgot the 0xFE command in your movement script.
Code:
#org @move
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
[COLOR=Red]#raw 0xFE[/COLOR]
Always remember to add 0xFE in every end of your movement command scripts. ;)


edit...
by the way, for you to avoid the script to repeat, add the 'setflag' command...

Code:
#org @start
checkflag 0x200
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x1 @move
waitmovement 0x0
msgbox @2 0x6
[COLOR=Red]setflag 0x200[/COLOR]
release
end
oh man thanks! totally forgot about that part. thank u destinedjagold :]
 

PeregrineFig

Starting Pokémon Obsidian
202
Posts
14
Years
That's not scripting. You just need advancemap.
Find "Inside of Truck" on the list and edit the warps.

Incorrect. If you look at the truck's warps, they don't lead to Littleroot Town at all. There's data somewhere telling it what map bank, number, and coordinates to drop the player. There's a tool floating around that makes it easy to edit for people that are hexadecimally challenged, lazy, or some combination of the two.
 

metapod23

Hardened Trainer
673
Posts
15
Years
  • Seen Aug 18, 2016
I've got into doing scripting and im doing quite well but i just want to seek someones advice.

Im using the pokemon fire red rom and im trying to do a script simular to when oak comes to the player when trying to leave pallet town with no pokemon. what im trying to do is when i stand on a script block i want a person to be seen and walk over to me. how ever i want him to be hidden like prof oak is before the script is activated ive tried to put the sprite as hidden in advancedmaps and when scripting use showsprite command but it just runs the script with the script hidden.

can anyone help

thanks
jon

Set Prof. Oak's Person ID to 2C and just use showsprite and hidesprite command in the script.
 

Flowerchild

fleeting assembly
8,709
Posts
13
Years
help please!!!!
Rom: Leafgreen
Problem: Game Freeze
When you finish talking to this guy your game freezes. Please help!

Here's the script.

#org 0x719B18
checkflag 0x828
if 0x0 goto 0x88000BC
if 0x1 goto 0x8800154
end
lock
faceplayer

#org 0x8000BC
lock
msgbox 0x88000D2 '"Dad: Hey [player] how are you ? Yes I kn..."
callstd 0x6
applymovement 0x1 0x880014F
waitmovement 0x0
release
end

#org 0x800154
release
end


#org 0x80014F
#raw FE 'End of Movements


#org 0x8000D2
= Dad: Hey [player] how are you ? Yes I know\nyou can't wait to go to [Rival]'s house.\pOh yeah Prof. Logan wants to see you\n about something.
 
Last edited:
45
Posts
16
Years
  • Seen Oct 8, 2010
Set Prof. Oak's Person ID to 2C and just use showsprite and hidesprite command in the script.

I want to the script to happen simular to Oak but not to oak i want it to happen to another sprite. But if in advancemaps i put as hidden and i use the showsprite command in scripting it still wont unhide the sprite i need the sprite to be visable asoon as i stand on the script block

;]]

jon
 

metapod23

Hardened Trainer
673
Posts
15
Years
  • Seen Aug 18, 2016
I want to the script to happen simular to Oak but not to oak i want it to happen to another sprite. But if in advancemaps i put as hidden and i use the showsprite command in scripting it still wont unhide the sprite i need the sprite to be visable asoon as i stand on the script block

;]]

jon

Well, I can't make it any clearer. Don't set the sprite you want to be hidden to hidden. Just set its person ID to 2C. Any sprite with the person ID "2C" will be hidden on your map when you enter. Use showsprite in a script to show it and hidesprite to hide it again.
 

vietazn654

A sound soul dwells within me
371
Posts
14
Years
New error in this script <.<

Spoiler:


It works fine, but it keeps on repeating.
 
45
Posts
16
Years
  • Seen Oct 8, 2010
Well, I can't make it any clearer. Don't set the sprite you want to be hidden to hidden. Just set its person ID to 2C. Any sprite with the person ID "2C" will be hidden on your map when you enter. Use showsprite in a script to show it and hidesprite to hide it again.

Sorry it shows how newbish i am, this has worked much appriated.

Jon
 

vietazn654

A sound soul dwells within me
371
Posts
14
Years
nvm fixed meh script -_- Anyways I want a script with the dad but messed up symbols pop out after the script. Is it because I need a special flag? Do I need to decompile a start script? :o becuz i dunno how
 

dizzyKitty

The Confuzzled Coding Cat
16
Posts
13
Years
Mmk, this is a bit more of a general question and it could probably use more specifics, but:

Occasionally when I code dialogue scripts, I'll compile a script and open it again a few minutes later after opening and compiling others, and the old script will borrow text from a newer one and cut it off. This happens with people as well as signposts and they often mix and match, which kinda irritates me.

For example, I've placed a signpost script on a door that cannot be entered with the text, "The door is locked." (And there is probably a better way to display that script on a door, I'm willing to bet, but this is what I'm using for the time being. Pardon my newbieishness. :3) However, I checked one of my rocket grunts later on, who's script is "What are you looking at?" and it shows up as "What are you looking at?The door is l". At the moment I'm just going back and re-editing things when this happens, and I have a feeling this has something to do with... the offsets running into each other because they're too close together, or something (which doesn't make a lot of sense as there should be enough space for the text?), but I've tried skipping around with offsets as well and it still hiccups occasionally.

I also run into instances where the script will dump random characters ("\h0F \h7c \h80\h08\h09\h03\h02" and so on) at the end of lines. I thought this might be because of extra whitespace at the end of the code, but that doesn't seem to be it.

Little help please? I'm using score_under's PKSV by the way.
 
Last edited:

vietazn654

A sound soul dwells within me
371
Posts
14
Years
Code:
#dynamic 0x26D46C

#org @start
checkflag 0x1200
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x2 @move
waitmovement 0x0
msgbox @2 0x6
msgbox @pokemon 0x6
setflag 0x1200
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x00
#raw 0xFE

#org @1= Oh, \v\h01!

#org @2= DAD: Since PROF. BIRCH said he\ncouldn't give you a POKEMON, I\lcaught a MUDKIP for you, \v\h01!\pHere's your MUDKIP!

#org @pokemon
givepokemon 0x283 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @3
= [black_fr]\v\h01 recieved a MUDKIP!

#org @4
= [black_fr]Would you like to give a nickname\nto MUDKIP?

#org @5
= Have fun taking care of the\nMUDKIP, \v\h01!
The problem is, it has gibberish words after he's about to give me a Pokemon. And yes, this is the strater Pokemon. :\
 

destinedjagold

You can contact me in PC's discord server...
8,593
Posts
16
Years
  • Age 33
  • Seen Dec 23, 2023
Spoiler:
The problem is, it has gibberish words after he's about to give me a Pokemon. And yes, this is the strater Pokemon. :\


The problem in your script is in the part where you call the "pokemon" address.
In your main body script, you typed the command 'msgbox @pokemon 0x6', which you are telling the ROM that 'pokemon' is a text to be displayed, but down your script, the 'pokemon' you gave to your ROM is not a plain text, but a continuation of your script, which probably gave you that error.

Code:
#dynamic 0x26D46C

#org @start
checkflag 0x1200
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x2 @move
waitmovement 0x0
msgbox @2 0x6
[COLOR="Blue"]call @pokemon[/COLOR]
setflag 0x1200
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x00
#raw 0xFE

#org @1= Oh, \v\h01!

#org @2= DAD: Since PROF. BIRCH said he\ncouldn't give you a POKEMON, I\lcaught a MUDKIP for you, \v\h01!\pHere's your MUDKIP!

#org @pokemon
givepokemon 0x283 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
[COLOR="Blue"]return[/COLOR]

#org @name
call 0x1A74EB
return

#org @3
= [black_fr]\v\h01 recieved a MUDKIP!

#org @4
= [black_fr]Would you like to give a nickname\nto MUDKIP?

#org @5
= Have fun taking care of the\nMUDKIP, \v\h01!
 

vietazn654

A sound soul dwells within me
371
Posts
14
Years
Code:
#dynamic 0x26D46C

#org @start
checkflag 0x1200
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x2 @move
waitmovement 0x0
msgbox @2 0x6
call @pokemon
setflag 0x1200
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x00
#raw 0xFE

#org @1
= DAD: Oh, \v\h01!

#org @2
= Since PROF. BIRCH said he\ncouldn't give you a POKEMON, I\lcaught a MUDKIP for you, \v\h01!\pHere's your MUDKIP!

#org @pokemon
givepokemon 0x283 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
return

#org @name
call 0x1A74EB
return

#org @3
= [black_fr]\v\h01 recieved a MUDKIP!

#org @4
= [black_fr]Would you like to give a nickname\nto MUDKIP?

#org @5
= Have fun taking care of the\nMUDKIP, \v\h01!
It freezes once the person is about to gimme the Pokemon T_T No gibber but freeze T_T Sorry... =[
 

Shiny Quagsire

I'm Still Alive, Elsewhere
697
Posts
14
Years
Code:
#dynamic 0x26D46C

#org @start
checkflag 0x1200
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x2 @move
waitmovement 0x0
msgbox @2 0x6
call @pokemon
setflag 0x1200
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x00
#raw 0xFE

#org @1
= DAD: Oh, \v\h01!

#org @2
= Since PROF. BIRCH said he\ncouldn't give you a POKEMON, I\lcaught a MUDKIP for you, \v\h01!\pHere's your MUDKIP!

#org @pokemon
givepokemon 0x283 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
return

#org @name
call 0x1A74EB
return

#org @3
= [black_fr]\v\h01 recieved a MUDKIP!

#org @4
= [black_fr]Would you like to give a nickname\nto MUDKIP?

#org @5
= Have fun taking care of the\nMUDKIP, \v\h01!
It freezes once the person is about to gimme the Pokemon T_T No gibber but freeze T_T Sorry... =[

The pokemon number has to be in HEX.

Correct Version:
Code:
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0

283 is 643 in decimal form. Since there is no 643, it freezes.
 
45
Posts
16
Years
  • Seen Oct 8, 2010
Rom - Pokemon Fire Red
Script editor - PKSV
Script - Simular to the sign post girl in pallet town

What im trying todo is a script simular to the script in pallet town with the sign post girl. When you talk to her she will move but if yu talk to her on the right side she will move to the left if you talk to her on the left she will move to the right. does anyone suggest how to make this happen?

Jon
 
10
Posts
14
Years
  • Seen Dec 9, 2012
Hi. Does anyone know the Elite Four Beaten flag in Emerald? Many thanks.

Besides, is there any idea how to make a sprite appear only after beating Elite Four, given that we have the flag above?
 

vietazn654

A sound soul dwells within me
371
Posts
14
Years
The pokemon number has to be in HEX.

Correct Version:
Code:
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
283 is 643 in decimal form. Since there is no 643, it freezes.
Thanks though. Time to test out. The tut I was reading said that, but I don't know how to make it in Hex.
 

Binary

え?
3,977
Posts
16
Years
  • Age 29
  • Seen Apr 7, 2014
@vietazn654:
The '0x' in front of a numerical indicates that it is a hex value.

@herbeon:
Why not decompile and see?
As for the second question, you need to use 'checkflag' to check if the flag has been set and continue to the part which shows the sprite. Most suitably a level script?
 
Last edited:
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